Program and character creation device

The system enhances character creation workability by displaying a work area and comparison area side by side, enabling users to efficiently adjust and compare character appearances using parameter lists and two-dimensional codes.

JP2025170118APending Publication Date: 2025-11-14CAPCOM CO LTD
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Patent Information

Application Number
JP2025152211
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-12
Publication Date
2025-11-14

AI Technical Summary

Technical Problem

The appearance of characters created by existing character creation systems is not effectively displayed, leading to reduced workability in character creation processes.

Method used

A computer system with a display control unit that adjusts character appearance parameters based on user input, displaying a work area and comparison area side by side to facilitate character creation, and allows for parameter value lists and two-dimensional codes to enhance user interaction.

Benefits of technology

Improves the workability of character creation by allowing users to easily compare and adjust character appearances, enhancing the creation process through side-by-side display and interactive parameter manipulation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the workability of character creation.SOLUTION: A display control unit 101 causes a display device to display an image P10 of a creation screen being a screen for creating the appearance of a character operating in a virtual space and including: a work area R1 where the appearance of the character being created is displayed; and a comparison area R2 where the appearance of a comparison character is displayed. A creation processing unit 102 changes the appearance of the character displayed on the work area R1 according to the user's creation operation. A duplication processing unit 103 duplicates the appearance of the character displayed on the work area R1 according to the user's duplication operation and displays the duplicated appearance of the character on the comparison area R2.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present disclosure relates to a program and a character creation device. [Background technology]

[0002] Patent Document 1 discloses an information processing device having a character creation processing unit, which creates a game character based on input from a player. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-184656 Summary of the Invention [Problem to be solved by the invention]

[0004] In Patent Document 1, the appearance (outer appearance) of the character created by the character creation processing unit is simply displayed on the character creation screen, making it difficult to improve the workability of character creation.

[0005] An object of the present disclosure is to improve the workability of character creation. [Means for solving the problem]

[0006] A first aspect provides a computer comprising: A screen for creating the appearance of a character that operates in a virtual space, and a work area for displaying the appearance of the character being created. area a display control unit that displays an image of the creation screen including the image on a display device; Depending on the user's operation, By adjusting the parameters related to the character's appearance, a creation processing unit that changes the appearance of the character displayed in the work area; year and make it work 、 The display control unit causes the display device to display a list of sets of parameter values ​​related to the appearance of the character. It is a program.

[0007] In a first aspect, The display control unit may cause the display device to display an image of a list display screen including a set of parameter values ​​related to the appearance of the character, The image on the list display screen may also be displayable on a display device of a user other than the user who created the appearance of the character.

[0008] In a first aspect, The creation processing unit may create a two-dimensional code indicating a set of parameter values ​​related to the character's appearance.

[0009] In a first aspect, The set of parameters relating to the character's appearance may be settable as to whether or not the set of parameters relating to the character's appearance is to be displayed on a display device of a user other than the user who created the character's appearance.

[0010] In a first aspect, The display control unit may cause the display device to display a list of all sets of parameter values ​​related to the appearance of the character.

[0011] The second aspect is a storage unit that stores the program of the first aspect; a control unit that executes the program; It is a character creation device. [Effects of the Invention]

[0012] According to the present disclosure, the workability of character creation can be improved. [Brief explanation of the drawings]

[0013] [Figure 1] 1 is a block diagram illustrating a configuration of a game device according to an embodiment. [Figure 2] FIG. 10 is a diagram illustrating an example of an image of a face creation screen used in face creation processing. [Figure 3] FIG. 10 is a diagram illustrating an example of an image of a face creation screen including a history confirmation area. [Figure 4] FIG. 10 is a diagram illustrating an example of an image of a face blending screen used in face blending processing. [Figure 5] 10A and 10B are diagrams illustrating examples of images of a ratio adjustment screen used in the ratio adjustment process. DETAILED DESCRIPTION OF THE INVENTION

[0014] The following describes in detail the embodiments with reference to the drawings. The same or corresponding parts in the drawings are designated by the same reference numerals, and the description thereof will not be repeated. The following describes an example in which the program is implemented as a game program and the character creation device is realized as a game device.

[0015] (Terminology explanation) First, the terms used in the following description will be explained. Terms such as game, character, player, and player character will be used below.

[0016] A game is a game (video game) that progresses in a virtual space. The virtual space may be a three-dimensional space or a two-dimensional space. The virtual space is displayed as an image on a display device. A character is an example of an object placed in the virtual space. A player is a user who plays the game. A player character is a character that moves in the virtual space in response to user operations.

[0017] In the following, an example will be described in which the characters are "human" and the game is "a game in which the player character moves in a virtual square (or room) set up in a virtual space in response to the player's operations."

[0018] (Game device) FIG. 1 illustrates the configuration of a game device 10 according to an embodiment. The game device 10 executes a game in response to operations by a user. The game device 10 is equipped with a display 21, a speaker 22, and a controller 23, which are either externally connected or built in. The game device 10 is an example of a character creation device.

[0019] The game device 10 may be a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), or Nintendo Switch (registered trademark).

[0020] A game progresses on the game device 10 based on the installed game program and game data. Game devices 10 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0021] [Hardware configuration of game device] The game device 10 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation processing unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation processing unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.

[0022] The network interface 11 is communicably connected to other information processing devices via a communication network (not shown) in order to send and receive various information and data between the network interface 11 and other information processing devices such as other game devices 10 and external server devices (not shown).

[0023] A display 21 is connected to the graphics processing unit 12. The graphics processing unit 12 renders game images including various objects related to the virtual space in a moving image format in accordance with game image information output from the control unit 16. The game images rendered in a moving image format are displayed on the display 21 as a game screen. The display 21 is an example of a display device that displays images to the user.

[0024] A speaker 22 is connected to the audio processing unit 13. The audio processing unit 13 plays and synthesizes game sounds in accordance with instructions from the control unit 16. The game sounds played and synthesized by the audio processing unit 13 are output from the speaker 22.

[0025] A controller 23 is connected to the operation processing unit 14. The operation processing unit 14 transmits and receives data related to operation inputs to and from the controller 23. The operation processing unit 14 then transmits operation information indicating operations input to the controller 23 to the control unit 16. The controller 23 is provided with various operators such as buttons. The controller 23 is an example of an operation unit operated by a user.

[0026] For example, a user operates the controller 23 to input an operation signal to the game device 10. That is, when the user operates the controller 23, the controller 23 transmits an operation signal corresponding to the user's operation to the operation processing unit 14. The operation processing unit 14 generates operation information based on the operation signal and transmits the operation information to the control unit 16.

[0027] The storage unit 15 stores various types of information and data. The storage unit 15 is configured with an HDD, SSD, RAM, ROM, etc. For example, the storage unit 15 stores a game program and game data for executing a game, account information (ID and password) of a user (player) who uses the game device 10, image data showing various images to be displayed on the display 21, etc.

[0028] The control unit 16 controls the operation of the game device 10. The control unit 16 transmits and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc.

[0029] [Functional configuration of the control unit in the game device] The control unit 16 has a game progression unit 100, a display control unit 101, a creation processing unit 102, and a duplication processing unit 103. Specifically, the control unit 16 functions as the game progression unit 100, the display control unit 101, the creation processing unit 102, and the duplication processing unit 103 by having its CPU execute various programs. These programs are an example of a game program.

[0030] <Game Progression Department> The game progression unit 100 progresses a game that takes place in a virtual space. The game progression unit 100 is an example of a virtual space control unit that controls a virtual space in which multiple characters are placed.

[0031] In this example, the game progression unit 100 progresses the game by causing player characters to move within a virtual space in accordance with operations by the user (player) of the game device 10. The game progression unit 100 also causes non-player characters and predetermined objects (such as vehicles) to move within the virtual space. For example, the game progression unit 100 controls the movements of the non-player characters and predetermined objects using AI (artificial intelligence). The game progression unit 100 then progresses the game in accordance with the movements of the player characters and non-player characters.

[0032] Display control section The display control unit 101 causes various images to be displayed on the display 21. In this example, the display control unit 101 controls the graphics processing unit 12 to cause the display 21 to display various images.

[0033] <Creation Processing Unit and Replication Processing Unit> The creation processing unit 102 performs processing related to the creation of the character's appearance in response to a user operation (in this example, an operation input to the controller 23). The duplication processing unit 103 performs processing related to the duplication of the character's appearance in response to a user operation.

[0034] [Processing performed on the game device] In this example, face creation processing, preset use processing, and body creation processing are performed in the game device 10. The preset use processing includes face blending processing. The body creation processing includes proportion adjustment processing. These processes are examples of processing for creating the appearance of a character (character creation processing).

[0035] In the character creation process, the values ​​of various parameters related to the character's appearance are adjusted, thereby adjusting the appearance of the character displayed on display 21. The appearance of the character created in the character creation process (specifically, a set of values ​​of various parameters related to the character's appearance) is stored in storage unit 15. Then, as needed, the "set of values ​​of various parameters related to the character's appearance" is read from storage unit 15, and the appearance of the character displayed on display 21 is constructed based on the set of values ​​of the various parameters that have been read.

[0036] [Face creation processing] Next, the face creation process will be described with reference to Fig. 2. The face creation process is a process for creating a character's face. In this example, the face creation process is performed using image P10 of the face creation screen shown in Fig. 2. For example, the display control unit 101 displays image P10 of the face creation screen on the display 21 in response to a user operation (an operation input to the controller 23).

[0037] Image P10 of the face creation screen includes a process selection area RS, an operation explanation area RE, an end button BB, a work area R1, a comparison area R2, an adjustment item selection area R10, a candidate display area R11, and a detailed adjustment area R12. Image P10 of the face creation screen is an example of an image of the creation screen that includes the work area R1 and the comparison area R2.

[0038] The process selection area RS is an area for selecting one process from various processes performed in the game device 10. In this example, the process selection area RS includes a face creation button B10, a preset use button B20, and a body creation button B30. The face creation button B10 is a button for starting the face creation process. The preset use button B20 is a button for starting the preset use process. The body creation button B30 is a button for starting the body creation process.

[0039] The operation instruction area RE is an area where an explanation of the relationship between the operators provided on the controller 23 and their operations (which operators correspond to which operations) is displayed.

[0040] In this example, the operation instruction area RE displays an explanation that pressing the "A button" on the controller 23 corresponds to the operation "confirm," pressing the "Y button" on the controller 23 corresponds to the operation "undo" or "redo," and pressing the "X button" on the controller 23 corresponds to the operation "duplicate display" (an operation for displaying the comparison area R2). Note that "undo" refers to an operation that cancels the most recent operation and returns to the previous state. "redo" refers to an operation that redoes an operation that was canceled by undo.

[0041] The end button BB is a button for ending the character creation process. When the user operates the controller 23 to select the end button BB (for example, by inputting the operation "OK" with the cursor positioned on the end button BB), the character creation process ends.

[0042] The work area R1 is an area for displaying the appearance of the character being created (the face in the example of FIG. 2). The comparison area R2 is an area for displaying the appearance of a character for comparison (the face in the example of FIG. 2). In this example, the work area R1 and the comparison area R2 are arranged side by side in the left-right direction (the left-right direction perpendicular to the up-down direction in image P10 of the face creation screen). Furthermore, the comparison area R2 can be switched between displayed and hidden.

[0043] The adjustment item selection area R10 is an area for selecting one adjustment item from a plurality of adjustment items related to the character's appearance (the face in the example of Figure 2). Examples of adjustment items include adjustment items related to body parts and adjustment items related to texture. In the example of Figure 2, the adjustment item selection area R10 includes adjustment items related to the character's face, such as face, hair, iris / conjunctiva, eyelashes, eyebrows, nose, mouth, ears, beard, age / wrinkles, and skin type.

[0044] The candidate display area R11 is an area for displaying one or more candidates corresponding to the adjustment item selected in the adjustment item selection area R10 from among the prepared candidate (preset) appearances of the character. In the example of Fig. 2, candidates for the character's eyes (six candidates) are displayed.

[0045] For example, the storage unit 15 stores in advance, for each adjustment item included in the adjustment item selection area R10, candidate data indicating candidates for the character's appearance corresponding to that adjustment item. The display control unit 101 reads out, from the storage unit 15, candidate data corresponding to the adjustment item selected from the adjustment item selection area R10, and displays the candidates indicated in the candidate data (candidates for the character's appearance) in the candidate display area R11.

[0046] The detailed adjustment area R12 is an area for adjusting the values ​​of various parameters (parameters related to the character's appearance) corresponding to the adjustment items selected in the adjustment item selection area R10. In the example of Fig. 2, the parameters related to the "eyes" selected in the adjustment item selection area R10 include the distance between the eyes, the height of the eyes, the depth of the eyes, the angle of the eyes, the size of the eyes, etc.

[0047] In addition, the detailed adjustment area R12 has a "slider bar" for each parameter, and the value of that parameter can be adjusted by sliding the movable part (knob) of the slider bar. The number next to the slider bar indicates the parameter value.

[0048] For example, the storage unit 15 stores in advance, for each adjustment item included in the adjustment item selection area R10, a "parameter related to the character's appearance" corresponding to that adjustment item. The display control unit 101 reads out from the storage unit 15 a parameter corresponding to the adjustment item selected from the adjustment item selection area R10, and displays the parameter in the detailed adjustment area R12 in association with a slider bar.

[0049] <Displaying the face creation screen> For example, image P10 of the face creation screen shown in FIG. 2 is displayed in the following procedure.

[0050] First, the display control unit 101 causes an image of an operation screen (not shown) including a processing selection area RS to be displayed on the display 21. For example, in response to a user operation (an operation for displaying the image of the operation screen), the display control unit 101 causes the image of the operation screen to be displayed on the display 21.

[0051] Next, the user inputs an operation to the controller 23 to select the "face creation button B10" from the processing selection area RS included in the image of the operation screen displayed on the display 21. In response to the user's operation, the display control unit 101 causes the display 21 to display an image of the face creation screen (not shown) including the adjustment item selection area R10.

[0052] Next, the user inputs an operation to the controller 23 to select "eyes" from the adjustment item selection area R10 included in the image of the face creation screen displayed on the display 21. In response to the user's operation, the display control unit 101 causes the display 21 to display an image of the face creation screen (an image in which the comparison area R2 has been removed from image P10 of the face creation screen shown in FIG. 2).

[0053] Next, the user inputs an operation (in this example, an operation of pressing the X button) to the controller 23 to display the comparison area R2 in the image P10 of the face creation screen. In response to the user's operation, the display control unit 101 causes the display 21 to display the image P10 of the face creation screen shown in FIG.

[0054] <Processing according to creation operation> When a creation operation is input by the user, the creation processing unit 102 performs processing according to the creation operation. The creation operation is an operation for creating the appearance of the character displayed in the work area R1 (specifically, an operation input to the controller 23, the same applies below). In the example of Fig. 2, the creation operation is an operation for selecting one candidate from the candidates (candidates for the character's appearance) included in the candidate display area R11, an operation for adjusting the values ​​of various parameters in the detailed adjustment area R12, etc.

[0055] The creation processing unit 102 changes the appearance of the character displayed in the working area R1 in response to creation operations by the user. Specifically, the creation processing unit 102 sets (or adjusts) various parameter values ​​related to the appearance of the character displayed in the working area R1 in response to creation operations by the user. Next, the creation processing unit 102 generates (or modifies) image data showing the character's appearance based on the parameter values. Then, the creation processing unit 102 displays the image (character's appearance) shown in the image data in the working area R1.

[0056] For example, when a user inputs an operation to select one candidate from the candidates included in the candidate display area R11, the creation processing unit 102 adjusts (changes) the values ​​of parameters related to the appearance of the character displayed in the working area R1 so that part or all of the appearance of the character displayed in the working area R1 is replaced with the candidate selected in the candidate display area R11 (part or all of the character's appearance).

[0057] Furthermore, when the user inputs an "operation for adjusting the value of a parameter included in the detailed adjustment area R12," the creation processing unit 102 displays the appearance of the character according to the adjusted parameter value in the work area R1.

[0058] <Processing according to duplication operations> When a duplication operation is input by the user, the duplication processing unit 103 performs processing according to the duplication operation. The duplication operation is an operation for displaying a duplicate of the appearance of the character displayed in the work area R1 in the comparison area R2. In the example of FIG. 2, the duplication operation is an operation of pressing the X button on the controller 23 when the comparison area R2 is not displayed.

[0059] In response to a duplication operation by the user, the duplication processing unit 103 duplicates the appearance of the character displayed in the working area R1 and displays the duplicated appearance of the character in the comparison area R2. Specifically, in response to a duplication operation by the user, the duplication processing unit 103 duplicates the values ​​of various parameters related to the appearance of the character displayed in the working area R1 and generates image data showing the appearance of the character based on the duplicated parameter values. Then, the duplication processing unit 103 displays the image (appearance of the character) shown in the image data in the comparison area R2.

[0060] Processing according to appearance control When the user inputs an appearance operation, the creation processing unit 102 performs processing according to the appearance operation. The appearance operation is an operation for changing the appearance of the character displayed in the working area R1. Examples of appearance include orientation, position, size (magnification rate), etc.

[0061] The creation processing unit 102 changes the appearance of the character's appearance displayed in the working area R1 in response to a view operation by the user. For example, the creation processing unit 102 displays the character's appearance in the working area R1 so that the appearance of the character displayed in the working area R1 is "the appearance of the character photographed by a virtual camera (the appearance of the character seen from a virtual viewpoint)." In this case, the view operation can be said to be an operation for changing the virtual positional relationship between the virtual camera (virtual viewpoint) and the character. The creation processing unit 102 changes the appearance of the character's appearance displayed in the working area R1 in response to the view operation "changing the virtual positional relationship between the virtual camera and the character."

[0062] Furthermore, when the appearance of the character displayed in work area R1 changes, the duplication processing unit 103 changes the appearance of the character displayed in comparison area R2 accordingly. In this example, the change in the appearance of the character displayed in comparison area R2 is the same as the change in the appearance of the character displayed in work area R1. For example, when the facial orientation of the character displayed in work area R1 changes from "facing forward" to "facing right," the facial orientation of the character displayed in comparison area R2 also changes from "facing forward" to "facing right."

[0063] For example, the duplication processing unit 103 changes the appearance of the character displayed in the comparison area R2 so that the "change in the positional relationship between the character displayed in the comparison area R2 and the virtual camera (change in the position and orientation of the virtual camera)" is the same as the "change in the positional relationship between the character displayed in the working area R1 and the virtual camera (change in the position and orientation of the virtual camera)."

[0064] <Processing in response to undo operations> When the user inputs an undo operation, the creation processing unit 102 returns the appearance of the character displayed in the work area R1 to the previous state (appearance) in response to the undo operation. The undo operation is an operation for canceling the previous operation and returning the appearance of the character to the previous state. In this example, the undo operation is an operation of "pressing the Y button on the controller 23."

[0065] For example, each time the values ​​of various parameters related to the appearance of the character displayed in the working area R1 are adjusted (changed), the storage unit 15 stores the values ​​of the parameters related to the appearance of the character. As a result, the storage unit 15 stores the same number of "parameter value sets" as the number of adjustments (changes) of the values ​​of various parameters related to the appearance of the character displayed in the working area R1.

[0066] The multiple "parameter value sets" stored in the storage unit 15 are managed in chronological order. For example, the "parameter value sets" stored in the storage unit 15 are associated with the number of adjustments (parameter value adjustments) made until the set was obtained. Specifically, the "parameter value set" obtained by the kth adjustment (k is a natural number) is associated with "k." By managing in this manner, the "parameter value set" at the desired adjustment stage can be read out from the storage unit 15.

[0067] In response to an undo operation by the user, creation processing unit 102 reads from storage unit 15 a set of parameter values ​​relating to the appearance of the character immediately preceding the appearance of the character displayed in work area R1. Then, creation processing unit 102 generates image data showing the "appearance of the immediately preceding character" based on the set of parameter values, and displays the "appearance of the immediately preceding character" in work area R1 based on that image data.

[0068] <Processing in response to redo operations> When a redo operation is input by the user, the creation processing unit 102 returns the appearance of the character displayed in the work area R1 to "the state (appearance) before the undo operation was input" in response to the redo operation. A redo operation is an operation for redoing an operation that was undone by an undo operation. In this example, the redo operation is an operation of "pressing the Y button on the controller 23 after performing an undo operation."

[0069] For example, in response to a redo operation by the user, the creation processing unit 102 reads from the storage unit 15 a set of parameter values ​​related to the appearance of the character that was displayed in the work area R1 before the undo operation was input. Then, the creation processing unit 102 generates image data showing the "appearance of the character before the undo operation" based on the set of parameter values, and displays the "appearance of the character before the undo operation" in the work area R1 based on the image data.

[0070] <Processing in response to history check operation> When a history check operation is input by the user, the creation processing unit 102 performs processing in accordance with the history check operation. The history check operation is an operation for checking the creation history of the character's appearance. In this example, the history check operation is an operation of "pressing and holding the Y button on the controller 23."

[0071] In response to a history checking operation by the user, the creation processing unit 102 displays an image P10 (see FIG. 3) of the face creation screen including a history checking area RH on the display 21. The history checking area RH is an area where an operation is performed to return the appearance of the character displayed in the working area R1 to the state n times before (n is a natural number).

[0072] In the example of Figure 3, a "slider bar" is provided in the history confirmation area RH, and by sliding the movable part (knob) of the slider bar, the number of times (n above) the appearance of the character displayed in the work area R1 can be undone is adjusted. The number next to the slider bar indicates the number of times the appearance of the character can be undone. In the example of Figure 3, the number shown in the history confirmation area RH is "1," and the "previous character appearance" is displayed in the work area R1.

[0073] For example, in response to an operation in the history confirmation area RH (an operation for restoring the appearance of the character displayed in the working area R1 to the state it was in n times prior), the creation processing unit 102 reads out a set of parameter values ​​relating to the appearance of the character n times prior from the storage unit 15. Then, the creation processing unit 102 generates image data showing the "appearance of the character n times prior" based on the set of parameter values, and displays the "appearance of the character n times prior" in the working area R1 based on the image data.

[0074] [Face Blending Processing] Next, referring to Fig. 4, a description will be given of the face blending process included in the preset use process. The preset use process is a process of creating a character's appearance using prepared character appearance candidates (presets). The face blending process is a process of creating a new character's face by mixing multiple character face candidates. In this example, the face blending process is performed using image P20 of the face blending screen shown in Fig. 4. For example, the display control unit 101 displays image P20 of the face blending screen on the display 21 in response to a user operation.

[0075] The image P20 of the face blending screen includes a process selection area RS, an operation explanation area RE, an end button BB, a work area R1, a preset process selection area R20, a first candidate display area R21, a second candidate display area R22, a blend adjustment area R23, and a blend confirmation button B25. The image P20 of the face blending screen may also include a comparison area R2.

[0076] The preset process selection area R20 is an area for selecting one of the various processes included in the preset use process. In this example, the preset process selection area R20 includes "Face Blend Shaping," which indicates face blending processing.

[0077] The first candidate display area R21 is an area for displaying the first candidate for the character's appearance (in this example, the face). In this example, the first candidate display area R21 displays "the appearance of the character displayed in the working area R1" as the first candidate.

[0078] The second candidate display area R22 is an area for displaying a second candidate for the character's appearance (in this example, the face). In this example, the second candidate display area R22 displays a "candidate selected by the user from a plurality of candidates (candidates for the character's appearance) prepared in advance" as the second candidate.

[0079] The blending adjustment area R23 is an area for adjusting the mixing ratio between the "first character appearance candidate" displayed in the first candidate display area R21 and the "second character appearance candidate" displayed in the second candidate display area R22. In the example of FIG. 4, a "slider bar" is provided in the blending adjustment area R23, and by sliding the movable part (knob) of the slider bar, the mixing ratio between the first candidate and the second candidate in the character appearance displayed in the working area R1 is adjusted. The number next to the slider bar indicates the proportion of the second candidate in the character appearance displayed in the working area R1 (the appearance obtained by mixing the first candidate and the second candidate).

[0080] The blend decision button B25 is a button for deciding the blend ratio of the first candidate and the second candidate in the appearance of the character displayed in the working area R1.

[0081] <Displaying the face blending screen> For example, the image P20 of the face blending screen shown in FIG. 4 is displayed in the following procedure.

[0082] First, the display control unit 101 causes the display 21 to display an image (not shown) of an operation screen including the processing selection area RS.

[0083] Next, the user inputs an operation to the controller 23 to select the "use preset button B20" from the processing selection area RS included in the image of the operation screen displayed on the display 21. In response to the user's operation, the display control unit 101 causes the display 21 to display an image of the creation screen (not shown) including the preset processing selection area R20.

[0084] Next, the user inputs an operation to the controller 23 to select “Face Blending Shaping” from the preset processing selection area R20 included in the image of the creation screen displayed on the display 21. In response to the user's operation, the display control unit 101 causes the display 21 to display an image P20 of the face blending screen shown in FIG.

[0085] <Processing according to various operations related to face blending> When a set operation is input by the user, the creation processing unit 102 duplicates the appearance of the character displayed in the working area R1 in response to the set operation, and displays the duplicated character appearance in the first candidate display area R21. The set operation is an operation for displaying a duplicate of the appearance of the character displayed in the working area R1 in the first candidate display area R21. For example, the set operation is an operation of pressing a predetermined button (not shown) provided on the controller 23.

[0086] Furthermore, when a selection operation is input by the user, the creation processing unit 102 selects one candidate (a candidate selected by the user) from a plurality of candidates (candidates for character appearance) prepared in advance in accordance with the selection operation, and displays the selected candidate in the second candidate display area R22.

[0087] The selection operation is an operation for selecting an arbitrary candidate from a plurality of candidates (candidates for character appearances) prepared in advance. For example, when a screen image (not shown) in which a candidate display area including a plurality of candidates (candidates for character appearances) is displayed on the display 21, the selection operation is an operation for selecting one candidate from the candidates included in the candidate display area.

[0088] Next, when the user inputs an adjustment operation, the creation processing unit 102 mixes the first candidate displayed in the first candidate display area R21 with the second candidate displayed in the second candidate display area R22 in accordance with the adjustment operation, and displays the appearance of the character obtained by this mixing in the working area R1. In this example, the creation processing unit 102 adjusts the mixing ratio of the first candidate and the second candidate in accordance with the adjustment operation, and displays the appearance of the character according to the mixing ratio in the working area R1.

[0089] The adjustment operation is an operation for instructing blending of the first candidate displayed in the first candidate display area R21 and the second candidate displayed in the second candidate display area R22, and in this example, is an operation for adjusting the blending ratio of the first candidate and the second candidate. In the example of Fig. 4, the adjustment operation is an operation for adjusting the blending ratio of the first candidate and the second candidate in the blend adjustment area R23.

[0090] Next, when the user inputs a confirm operation, the creation processing unit 102 determines the blend ratio of the first candidate and the second candidate in the appearance of the character displayed in the working area R1 in response to the confirm operation. The confirm operation is an operation for determining the blend ratio of the first candidate and the second candidate in the appearance of the character displayed in the working area R1. In the example of FIG. 4, the confirm operation is an operation for selecting the blend confirmation button B25.

[0091] [Ratio adjustment process] Next, the proportion adjustment process included in the body creation process will be described with reference to Fig. 5. The body creation process is a process for creating a character's body. The proportion adjustment process is a process for creating a new character's appearance by adjusting the proportions of multiple parameters related to the character's appearance. In this example, the proportion adjustment process is performed using image P30 of the proportion adjustment screen shown in Fig. 5. For example, the display control unit 101 displays image P30 of the proportion adjustment screen on the display 21 in response to a user operation.

[0092] The image P30 of the ratio adjustment screen includes a process selection area RS, an operation explanation area RE, an end button BB, a work area R1, an adjustment item selection area R30, and a ratio adjustment area R31. The image P30 of the ratio adjustment screen may also include a comparison area R2.

[0093] The adjustment item selection area R30 is an area for selecting one adjustment item from a plurality of adjustment items related to the character's appearance (body in the example of Fig. 5). In the example of Fig. 5, the adjustment item selection area R30 includes adjustment items related to the character's body, such as height / sitting height, upper body, lower body, muscle mass (fat mass), skin color, and body hair.

[0094] The ratio adjustment area R31 is an area for adjusting the ratios of multiple parameters related to the character's appearance (in this example, the body). An operation area R3 is provided in the ratio adjustment area R31. The operation area R3 is formed as a regular polygon (in this example, a triangle) having multiple vertices. The multiple vertices of the operation area R3 are respectively associated with multiple parameters related to the character's appearance.

[0095] In the ratio adjustment area R31, the values ​​of multiple parameters are determined according to the distance between the operation point Q3 placed in the operation area R3 and each of the multiple vertices of the operation area R3. The appearance of the character displayed in the working area R1 is then determined based on the determined values ​​of the multiple parameters. When the operation point Q3 is moved within the operation area R3, the appearance of the character displayed in the working area R1 changes in accordance with the movement.

[0096] <Displaying the ratio adjustment screen> For example, the image P30 of the ratio adjustment screen shown in FIG. 5 is displayed in the following procedure.

[0097] First, the display control unit 101 causes the display 21 to display an image (not shown) of an operation screen including the processing selection area RS.

[0098] Next, the user inputs an operation to the controller 23 to select the "body creation button B30" from the process selection area RS included in the image of the operation screen displayed on the display 21. In response to the user's operation, the display control unit 101 causes the display 21 to display an image of the body creation screen (not shown) including the adjustment item selection area R30.

[0099] Next, the user inputs an operation to the controller 23 to select "muscle mass (fat mass)" from the adjustment item selection area R30 included in the image of the body creation screen displayed on the display 21. In response to the user's operation, the display control unit 101 causes the display 21 to display an image P30 of the proportion adjustment screen shown in FIG.

[0100] <Processing according to the specified operation> When the user inputs a designation operation, the creation processing unit 102 performs processing according to the designation operation. The designation operation is an operation for designating the position of the operation point Q3 within the operation region R3.

[0101] In response to a user's specifying operation, the creation processing unit 102 places an operation point Q3 at a position designated by the user within the operation area R3, and determines the values ​​of multiple parameters based on the distance between the operation point Q3 and each of the multiple vertices of the operation area R3. In this example, the shorter the distance between the operation point Q3 and a vertex of the operation area R3, the larger the value of the parameter associated with that vertex of the operation area R3. The creation processing unit 102 then changes the appearance of the character displayed in the work area R1 based on the determined values ​​of the multiple parameters.

[0102] In the example of Figure 5, "muscle," "fat," and "muscle and fat" are associated with the three vertices of the triangular operation area R3. When the position of the operation point Q3 in the operation area R3 changes in response to a specified operation by the user, the appearance of the character displayed in the work area R1 (in this example, the body) changes.

[0103] Specifically, the shorter the distance between the vertex of the operation area R3 associated with "muscle" and the operation point Q3, the larger the "muscle" value becomes, and as a result, the body of the character displayed in the work area R1 becomes "muscular (body type with a lot of muscle mass)."

[0104] Furthermore, the shorter the distance between the vertex of the operation area R3 associated with "fat" and the operation point Q3, the larger the value of "fat," and as a result, the body of the character displayed in the work area R1 becomes "fatty (body type with a high amount of fat)."

[0105] Furthermore, the shorter the distance between the vertex of the operation area R3 associated with "muscle / fat" and the operation point Q3, the larger the "muscle" and "fat" values ​​become, and as a result, the body of the character displayed in the work area R1 will have a "body shape with a good balance between muscle and fat."

[0106] [Summary of the embodiment] To summarize the above, the program of the embodiment causes the computer (control unit 16) to function as the display control unit 101, the creation processing unit 102, and the duplication processing unit 103.

[0107] The display control unit 101 displays on the display device (display 21) an image (image P10) of a creation screen, which is a screen for creating the appearance of a character that operates in a virtual space, and includes a work area R1 that displays the appearance of the character being created and a comparison area R2 that displays the appearance of a character for comparison. The creation processing unit 102 changes the appearance of the character displayed in the work area R1 in response to a creation operation by the user. The duplication processing unit 103 duplicates the appearance of the character displayed in the work area R1 in response to a duplication operation by the user, and displays the appearance of the duplicated character in the comparison area R2.

[0108] The character creation device (game device 10) of the embodiment includes a storage unit 15 that stores the above program, and a control unit 16 that executes the above program.

[0109] [Effects of the embodiment] As described above, in this embodiment, the user can create the appearance of a character while comparing the "appearance of the character being created" displayed in the work area R1 with the "appearance of the character for comparison (e.g., a provisional version)" displayed in the comparison area R2. This improves the workability of character creation.

[0110] Furthermore, by arranging the work area R1 and the comparison area R2 side by side, it is possible to easily compare the "appearance of the character being created" displayed in the work area R1 with the "appearance of the comparison character" displayed in the comparison area R2. This makes it easy to compare changes in the impression of the character's appearance (such as differences in hairstyle or makeup). It also makes it easy to notice minor changes in the character's appearance.

[0111] Also, in the embodiment, when the creation processing unit 102 changes the appearance of the character displayed in the work area R1 in response to a creation operation, the duplication processing unit 103 does not change the appearance of the character displayed in the comparison area R2.

[0112] With the above configuration, the appearance of the character displayed in comparison area R2 can be maintained as it was at the time of duplication without any changes, allowing the appearance of the character displayed in comparison area R2 to be maintained as a provisional version.

[0113] In the embodiment, the creation operation includes an appearance operation that changes the appearance of the character's appearance. The creation processing unit 102 changes the appearance of the character displayed in the work area R1 in accordance with the appearance operation by the user. When the appearance of the character displayed in the work area R1 changes, the duplication processing unit 103 changes the appearance of the character displayed in the comparison area R2 in accordance with the change.

[0114] With the above configuration, the appearance of the character being created displayed in the work area R1 and the appearance of the comparison character displayed in the comparison area R2 can be aligned, making it easy to compare the appearance of the character being created with the appearance of the comparison character. This improves the workability of character creation.

[0115] In the embodiment, the creation operation includes a selection operation for selecting a candidate for the appearance of an arbitrary character from among a plurality of candidate character appearances prepared in advance. In response to the selection operation by the user, the creation processing unit 102 selects a candidate for the appearance of the character selected by the user from among a plurality of candidate character appearances prepared in advance, mixes the selected candidate for the appearance of the character with the appearance of the character displayed in the working area R1, and displays the character appearance obtained by the mixture in the working area R1.

[0116] With the above configuration, it is possible to intuitively create a new character's appearance based on two character appearances (the character appearance candidate selected by the user and the character appearance displayed in the work area R1), thereby improving the workability of character creation.

[0117] In addition, in this embodiment, image P10 of the face creation screen includes a regular polygonal operation area R3. The multiple vertices of the operation area R3 are respectively associated with multiple parameters related to the character's appearance. The creation operation includes a designation operation for designating the position of an operation point Q3 within the operation area R3. In response to the user's designation operation, the creation processing unit 102 places the operation point Q3 at a position designated by the user within the operation area R3, determines the values ​​of multiple parameters according to the distances between the operation point Q3 and each of the multiple vertices of the operation area R3, and changes the appearance of the character displayed in the work area R1 based on the determined values ​​of the multiple parameters.

[0118] With the above configuration, the proportions of multiple parameters related to the appearance of a character can be determined intuitively, thereby improving the workability of character creation.

[0119] (Other embodiments) In the above explanation, the character is a "human" as an example, but is not limited to this. Other examples of characters include animals, living creatures that exist in the real world, virtual living creatures that do not exist in the real world, robots, etc.

[0120] In the above description, face blending processing has been given as an example of processing for creating a new character's appearance by blending multiple candidates (character appearance candidates), but this is not limiting. For example, processing for creating a new character's body by blending multiple character body candidates may also be performed.

[0121] In the above description, the operation area R3 is shaped like a triangle, but is not limited to this. For example, the operation area R3 may be a k-gon with k vertices (k is a natural number equal to or greater than 4).

[0122] In addition, in the above description, the proportion adjustment process is exemplified by the proportion adjustment process included in the body creation process (processing for creating a new character's body by adjusting the proportions of multiple parameters related to the character's body), but is not limited to this. For example, the proportion adjustment process may be the proportion adjustment process included in the face creation process (processing for creating a new character's face by adjusting the proportions of multiple parameters related to the character's face).

[0123] In the above description, the game program may be implemented as a game program for a so-called online game. In this case, the processing performed by the control unit 16 of the game device 10 may be performed by a control unit of a server device (not shown), or may be shared between the game device 10 and the control unit of the server device. The game device 10 may be a mobile information terminal such as a smartphone or tablet.

[0124] In the above description, a "controller" has been given as an example of an operation unit operated by a user, but the operation unit is not limited to this. For example, the operation unit may be a touchpad, a keyboard, a mouse, etc.

[0125] Furthermore, in the above description, sets of values ​​of various parameters related to the appearance of the character created by the character creation process (hereinafter referred to as "parameter value sets") may be displayed in a list on the display 21. For example, an image of a list display screen including the parameter value sets may be displayed on the display 21.

[0126] Furthermore, the parameter value set may be shareable (providable) with "other users (hereinafter simply referred to as 'other users') who are not the user who created the character's appearance."

[0127] For example, an "image of the list display screen" may be displayed on the display 21 of the other user. With this configuration, the other user can operate the controller 23 of the game device 10 of the other user while referring to the image of the list display screen to perform a process for creating the appearance of a character (character creation process). This allows the other user to easily create the same appearance of a character as the appearance of a character corresponding to a parameter value set included in the list display screen.

[0128] Alternatively, a "two-dimensional code" indicating the parameter value set may be created and provided to another user. The other user can input the "parameter value set" indicated in the two-dimensional code into the game device 10 of the other user by reading the two-dimensional code with a dedicated device (or a dedicated app). This allows the other user to easily create a character with the same appearance as the character corresponding to the parameter value set indicated in the two-dimensional code.

[0129] Furthermore, when a character created by the character creation process is displayed on another user's display 21 (for example, in online play), the parameter value set for that character may be displayed on the other user's display 21. In this case, it may be possible to set whether or not the parameter value set is displayed. For example, if a user does not want a character with the same appearance as the character corresponding to the parameter value set to be easily created (does not want it to be imitated), the parameter value set may be set so as not to be displayed on the other user's display 21.

[0130] Furthermore, the entire parameter value set (all of the values ​​of various parameters related to the appearance of the character) may be displayed in the image of the list display screen. This allows the entire parameter value set to be shared simply by sharing one image (for example, an image of the list display screen obtained by a screenshot during the game), making it easier to share the entire parameter value set than when the parameter value set is displayed in multiple screens (images) (when multiple screens are switched by tab operation, etc.).

[0131] In the above description, the virtual space is exemplified as a virtual space where a game progresses (game space), but is not limited to this. For example, the virtual space may be a virtual space where avatars communicate with each other (metaverse space).

[0132] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. The above-described embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of symbols]

[0133] 10 Game device (character creation device) 11 Network Interface 12 Graphics Processing Unit 13 Audio Processing Section 14 Operation Processing Section 15 Storage section 16 Control Unit 17 Bus 21 Display 22 Speaker 23 Controller 100 Game Progression Section 101 Display control unit 102 Creation processing unit 103 Replication processing unit R1 workspace R2 comparison area R3 operation area

Claims

1. Computer, a display control unit that displays on a display device an image of a creation screen for creating an appearance of a character that operates in a virtual space, the creation screen including a work area that displays the appearance of the character being created and a comparison area that displays the appearance of the character for comparison; a creation processing unit that changes the appearance of the character displayed in the work area in response to a creation operation by a user; In response to a duplication operation by the user, the external appearance of the character displayed in the work area is duplicated, and the duplicated external appearance of the character is displayed in the comparison area. program.

2. In the program of claim 1, The duplication processing unit does not change the appearance of the character displayed in the comparison area when the creation processing unit changes the appearance of the character displayed in the work area in response to the creation operation. program.

3. In the program of claim 1, the creation operation includes an appearance operation that changes the appearance of the character; the creation processing unit changes the appearance of the character displayed in the work area in response to the appearance operation by the user; When the appearance of the character displayed in the work area changes, the duplication processing unit changes the appearance of the character displayed in the comparison area in accordance with the change. program.

4. In the program of claim 1, the creation operation includes a selection operation of selecting an arbitrary character appearance candidate from a plurality of character appearance candidates prepared in advance, The creation processing unit selects a candidate appearance for the character selected by the user from among a plurality of candidate appearances for the character prepared in advance in response to the selection operation by the user, mixes the selected candidate appearance for the character with the appearance of the character displayed in the work area, and displays the appearance of the character obtained by the mixture in the work area. program.

5. In the program of claim 1, the creation screen includes a regular polygon operation area; a plurality of vertices of the operation area are respectively associated with a plurality of parameters related to the appearance of the character; the creation operation includes a designation operation for designating a position of an operation point within the operation area; The creation processing unit, in response to the specifying operation by the user, places the operation point at a position designated by the user within the operation area, determines values ​​of the plurality of parameters in response to the distance between the operation point and each of a plurality of vertices of the operation area, and changes the appearance of the character displayed in the work area based on the determined values ​​of the plurality of parameters. program.

6. a storage unit that stores the program according to any one of claims 1 to 5; a control unit that executes the program; Character creation device.

Citation Information

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